Physical simulation has emerged as a compelling animation technique, yet current approaches to coupling simulations of fluids and solids with irregular boundary geometry are inefficient or cannot handle some relevant scenarios robustly. We propose a new variational approach which allows robust and accurate solution on relatively coarse Cartesian grids, allowing possibly orders of magnitude faster simulation. By rephrasing the classical pressure projection step as a kinetic energy minimization, broadly similar to modern approaches to rigid body contact, we permit a robust coupling between fluid and arbitrary solid simulations that always gives a wellposed symmetric positive semi-definite linear system. We provide several examples of efficient fluid-solid interaction and rigid body coupling with sub-grid cell flow. In addition, we extend the framework with a new boundary condition for free-surface flow, allowing fluid to separate naturally from solids.
Physical simulation has emerged as a compelling animation technique, yet current approaches to coupling simulations of fluids and solids with irregular boundary geometry are inefficient or cannot handle some relevant scenarios robustly. We propose a new variational approach which allows robust and accurate solution on relatively coarse Cartesian grids, allowing possibly orders of magnitude faster simulation. By rephrasing the classical pressure projection step as a kinetic energy minimization, broadly similar to modern approaches to rigid body contact, we permit a robust coupling between fluid and arbitrary solid simulations that always gives a wellposed symmetric positive semi-definite linear system. We provide several examples of efficient fluid-solid interaction and rigid body coupling with sub-grid cell flow. In addition, we extend the framework with a new boundary condition for free-surface flow, allowing fluid to separate naturally from solids.
We present SEREN, a new hybrid Smoothed Particle Hydrodynamics and N-body code designed to simulate astrophysical processes such as star and planet formation. It is written in Fortran 95/2003 and has been parallelised using OpenMP. SEREN is designed in a flexible, modular style, thereby allowing a large number of options to be selected or disabled easily and without compromising performance. SEREN uses the conservative "grad-h" formulation of SPH, but can easily be configured to use traditional SPH or Godunov SPH. Thermal physics is treated either with a barotropic equation of state, or by solving the energy equation and modelling the transport of cooling radiation. A Barnes-Hut tree is used to obtain neighbour lists and compute gravitational accelerations efficiently, and an hierarchical time-stepping scheme is used to reduce the number of computations per timestep. Dense gravitationally bound objects are replaced by sink particles, to allow the simulation to be evolved longer, and to facilitate the identification of protostars and the compilation of stellar and binary properties. At the termination of a hydrodynamical simulation, SEREN has the option of switching to a pure N-body simulation, using a 4th-order Hermite integrator, and following the ballistic evolution of the sink particles (e.g. to determine the final binary statistics once a star cluster has relaxed). We describe in detail all the algorithms implemented in SEREN and we present the results of a suite of tests designed to demonstrate the fidelity of SEREN and its performance and scalability.
Figure 1: Reproduction of various patterns resulting from the collision of jets. (A) Fluid chains. (B) Disintegrating sheets. (C) Violent flapping.
Figure 1: Sphere Splash. Coupling an explicit surface tracker to a Voronoi simulation mesh built from pressure points sampled in a geometry-aware fashion lets us capture very fine details in this sphere splash animation that uses only 314K tetrahedra. AbstractWe introduce an Eulerian liquid simulation framework based on the Voronoi diagram of a potentially unorganized collection of pressure samples. Constructing the simulation mesh in this way allows us to place samples anywhere in the computational domain; we exploit this by choosing samples that accurately capture the geometry and topology of the liquid surface. When combined with highresolution explicit surface tracking this allows us to simulate nearly arbitrarily thin features, while eliminating noise and other artifacts that arise when there is a resolution mismatch between the simulation and the surface-and allowing a precise inclusion of surface tension based directly on and at the same resolution as the surface mesh. In addition, we present a simplified Voronoi/Delaunay mesh velocity interpolation scheme, and a direct extension of embedded free surfaces and solid boundaries to Voronoi meshes.
Figure 1: A thin sheet of molten chocolate enrobes a spherical truffle. As viscous sheets deform they exhibit behaviors that combine both the fluidity of liquids, and the buckling and wrinkling instabilities of thin materials, as evidenced here in the beautiful spindly legs.
We consider the simulation of dense foams composed of microscopic bubbles, such as shaving cream and whipped cream. We represent foam not as a collection of discrete bubbles, but instead as a continuum. We employ the Material Point Method (MPM) to discretize a hyperelastic constitutive relation augmented with the Herschel-Bulkley model of non-Newtonian viscoplastic flow, which is known to closely approximate foam behavior. Since large shearing flows in foam can produce poor distributions of material points, a typical MPM implementation can produce non-physical internal holes in the continuum. To address these artifacts, we introduce a particle resampling method for MPM. In addition, we introduce an explicit tearing model to prevent regions from shearing into artificially-thin, honey-like threads. We evaluate our method's efficacy by simulating a number of dense foams, and we validate our method by comparing to real-world footage of foam.
Figure 1: Two-Droplet Collision: Using our multimaterial mesh-based surface tracker, two immiscible liquid droplets with different materials but identical physical properties impact symmetrically in zero gravity under strong surface tension. The collision merges the droplets so that a new interface separates the two liquids, and a non-manifold triple-curve is created where the two liquids meet the ambient air. AbstractWe present a triangle mesh-based technique for tracking the evolution of three-dimensional multimaterial interfaces undergoing complex deformations. It is the first non-manifold triangle mesh tracking method to simultaneously maintain intersection-free meshes and support the proposed broad set of multimaterial remeshing and topological operations. We represent the interface as a nonmanifold triangle mesh with material labels assigned to each halfface to distinguish volumetric regions. Starting from proposed application-dependent vertex velocities, we deform the mesh, seeking a non-intersecting, watertight solution. This goal necessitates development of various collision-safe, label-aware non-manifold mesh operations: multimaterial mesh improvement; T1 and T2 processes, topological transitions arising in foam dynamics and multiphase flows; and multimaterial merging, in which a new interface is created between colliding materials. We demonstrate the robustness and effectiveness of our approach on a range of scenarios including geometric flows and multiphase fluid animation.
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